本文整理汇总了Java中org.jbox2d.collision.shapes.PolygonShape.setAsBox方法的典型用法代码示例。如果您正苦于以下问题:Java PolygonShape.setAsBox方法的具体用法?Java PolygonShape.setAsBox怎么用?Java PolygonShape.setAsBox使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类org.jbox2d.collision.shapes.PolygonShape
的用法示例。
在下文中一共展示了PolygonShape.setAsBox方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。
示例1: makeBody
import org.jbox2d.collision.shapes.PolygonShape; //导入方法依赖的package包/类
void makeBody(Vec2 center, float w_, float h_) {
// Define a polygon (this is what we use for a rectangle)
PolygonShape sd = new PolygonShape();
float box2dW = box2d.scalarPixelsToWorld(w_ / 2);
float box2dH = box2d.scalarPixelsToWorld(h_ / 2);
sd.setAsBox(box2dW, box2dH);
// Define a fixture
FixtureDef fd = new FixtureDef();
fd.shape = sd;
// Parameters that affect physics
fd.density = 1;
fd.friction = 0.3F;
fd.restitution = 0.5F;
// Define the body and make it from the shape
BodyDef bd = new BodyDef();
bd.type = BodyType.DYNAMIC;
bd.position.set(box2d.coordPixelsToWorld(center));
body = box2d.createBody(bd);
body.createFixture(fd);
// Give it some initial random velocity
shake();
}
示例2: Ground
import org.jbox2d.collision.shapes.PolygonShape; //导入方法依赖的package包/类
public Ground(Texture texture) {
super(new Vec2(WINDOW_WIDTH/2,WINDOW_HEIGHT-texture.getTexture().height/2),texture);
//Body def
BodyDef bd = new BodyDef();
bd.type = BodyType.STATIC;
bd.position.set(Public.box2d.coordPixelsToWorld(WINDOW_WIDTH/2,WINDOW_HEIGHT-texture.getTexture().height/2) );
bd.setUserData("PhysicalGameObject,Ground");
//Create body
body = Public.box2d.createBody(bd);
//Creat Shape
PolygonShape ps = new PolygonShape();
ps.setAsBox(Public.box2d.scalarPixelsToWorld(Public.p.width*100),-Public.box2d.scalarPixelsToWorld(-texture.getTexture().height/2) );
//Fixture
FixtureDef fd = new FixtureDef();
fd.shape = ps;
fd.density = 1f;
fd.friction = 0.3f;
fd.restitution = 0.15f;
body.createFixture(fd);
}
示例3: Create
import org.jbox2d.collision.shapes.PolygonShape; //导入方法依赖的package包/类
@Override
public void Create()
{
BodyDef def = new BodyDef();
def.position.set(new Vec2(x, y));
def.type = type;
def.angle = 0;
this.body = Game.world.createBody(def);
PolygonShape shape = new PolygonShape();
shape.setAsBox(w/2, h/2);
FixtureDef fixture = new FixtureDef();
Filter filter = new Filter();
filter.groupIndex = 1;
fixture.density = 0.1f;
fixture.setShape(shape);
fixture.setFilter(filter);
fixture.isSensor = false;
fixture.setFriction(0.5f);
fixture.friction = 1;
fixture.setUserData(box);
//Physics.SetPhysicsAccordingly(this.body, fixture, information);
body.createFixture(fixture);
}
示例4: makeDomino
import org.jbox2d.collision.shapes.PolygonShape; //导入方法依赖的package包/类
public void makeDomino(float x, float y, boolean horizontal, World world) {
PolygonShape sd = new PolygonShape();
sd.setAsBox(.5f*dwidth, .5f*dheight);
FixtureDef fd = new FixtureDef();
fd.shape = sd;
fd.density = ddensity;
BodyDef bd = new BodyDef();
bd.type = BodyType.DYNAMIC;
fd.friction = dfriction;
fd.restitution = 0.65f;
bd.position = new Vec2(x, y);
bd.angle = horizontal? (float)(Math.PI/2.0):0f;
Body myBody = world.createBody(bd);
myBody.createFixture(fd);
}
示例5: initTest
import org.jbox2d.collision.shapes.PolygonShape; //导入方法依赖的package包/类
@Override
public void initTest() {
setTitle("Couple of Things Test");
m_world.setGravity(new Vec2());
for (int i = 0; i < 2; i++)
{
// CircleShape circleShape = new CircleShape();
// circleShape.m_radius = 1;
// Shape shape = circleShape;
PolygonShape polygonShape = new PolygonShape();
polygonShape.setAsBox(1, 1);
Shape shape = polygonShape;
BodyDef bodyDef = new BodyDef();
bodyDef.type = BodyType.DYNAMIC;
bodyDef.position.set(5 * i, 0);
bodyDef.angle = (float) (Math.PI / 4 * i);
bodyDef.allowSleep = false;
Body body = m_world.createBody(bodyDef);
body.createFixture(shape, 5.0f);
body.applyForce(new Vec2(-10000 * (i - 1), 0), new Vec2());
}
}
示例6: init
import org.jbox2d.collision.shapes.PolygonShape; //导入方法依赖的package包/类
@Override
public void init(RunConfig config) throws InvalidTestFormatException {
super.init(config);
eshape = new EdgeShape();
eshape.set(new Vec2(-40.0f, 0.0f), new Vec2(40.0f, 0.0f));
shape = new PolygonShape();
shape.setAsBox(0.6f, 0.125f);
fixtureDef = new FixtureDef();
fixtureDef.shape = shape;
fixtureDef.density = 20.0f;
fixtureDef.friction = 0.2f;
bodyDef = new BodyDef();
anchor = new Vec2(0, 0);
}
示例7: init
import org.jbox2d.collision.shapes.PolygonShape; //导入方法依赖的package包/类
@Override
public void init(RunConfig config) throws InvalidTestFormatException {
super.init(config);
gravity = new Vec2(0.0f, -10.0f);
platformFixtureDef = new FixtureDef();
PolygonShape platformPolygonShape = new PolygonShape();
platformPolygonShape.setAsBox(15.0f, 0.1f);
platformFixtureDef.shape = platformPolygonShape;
dominoFixtureDef = new FixtureDef();
PolygonShape dominoPolygonShape = new PolygonShape();
dominoPolygonShape.setAsBox(0.2f, 2.5f);
dominoFixtureDef.shape = dominoPolygonShape;
dominoFixtureDef.density = 25.0f;
dominoFixtureDef.friction = .5f;
dominoBody = new BodyDef();
dominoBody.type = BodyType.DYNAMIC;
floorFixtureDef = new FixtureDef();
PolygonShape floorPolygonShape = new PolygonShape();
floorPolygonShape.setAsBox(60.0f, 5.0f);
floorFixtureDef.shape = floorPolygonShape;
floor = new BodyDef();
}
示例8: makeDomino
import org.jbox2d.collision.shapes.PolygonShape; //导入方法依赖的package包/类
public void makeDomino(float x, float y, boolean horizontal, World world) {
PolygonShape sd = new PolygonShape();
sd.setAsBox(.5f * dwidth, .5f * dheight);
FixtureDef fd = new FixtureDef();
fd.shape = sd;
fd.density = ddensity;
BodyDef bd = new BodyDef();
bd.type = BodyType.DYNAMIC;
fd.friction = dfriction;
fd.restitution = 0.65f;
bd.position = new Vec2(x, y);
bd.angle = horizontal ? (float) (Math.PI / 2.0) : 0f;
Body myBody = getWorld().createBody(bd);
myBody.createFixture(fd);
}
示例9: step
import org.jbox2d.collision.shapes.PolygonShape; //导入方法依赖的package包/类
@Override
public synchronized void step(TestbedSettings settings) {
super.step(settings);
if (m_count < MAX_NUM) {
BodyDef bd = new BodyDef();
bd.type = BodyType.DYNAMIC;
bd.position.set(0.0f, 10.0f);
Body body = m_world.createBody(bd);
PolygonShape shape = new PolygonShape();
shape.setAsBox(0.125f, 0.125f);
body.createFixture(shape, 1.0f);
++m_count;
}
}
示例10: createTopAndBottomBounds
import org.jbox2d.collision.shapes.PolygonShape; //导入方法依赖的package包/类
private void createTopAndBottomBounds() {
int boundSize = Math.round(boundsSize);
BodyDef bodyDef = new BodyDef();
bodyDef.type = BodyType.STATIC;
PolygonShape box = new PolygonShape();
int boxWidth = (int) pixelsToMeters(width);
int boxHeight = (int) pixelsToMeters(boundSize);
box.setAsBox(boxWidth, boxHeight);
FixtureDef fixtureDef = new FixtureDef();
fixtureDef.shape = box;
fixtureDef.density = 0.5f;
fixtureDef.friction = 0.3f;
fixtureDef.restitution = 0.5f;
fixtureDef.userData = R.id.physics_layout_bound_top;
bodyDef.position.set(0, -boxHeight);
Body topBody = world.createBody(bodyDef);
topBody.createFixture(fixtureDef);
bounds.add(topBody);
fixtureDef.userData = R.id.physics_layout_body_bottom;
bodyDef.position.set(0, pixelsToMeters(height) + boxHeight);
Body bottomBody = world.createBody(bodyDef);
bottomBody.createFixture(fixtureDef);
bounds.add(bottomBody);
}
示例11: createLeftAndRightBounds
import org.jbox2d.collision.shapes.PolygonShape; //导入方法依赖的package包/类
private void createLeftAndRightBounds() {
int boundSize = Math.round(boundsSize);
int boxWidth = (int) pixelsToMeters(boundSize);
int boxHeight = (int) pixelsToMeters(height);
BodyDef bodyDef = new BodyDef();
bodyDef.type = BodyType.STATIC;
PolygonShape box = new PolygonShape();
box.setAsBox(boxWidth, boxHeight);
FixtureDef fixtureDef = new FixtureDef();
fixtureDef.shape = box;
fixtureDef.density = 0.5f;
fixtureDef.friction = 0.3f;
fixtureDef.restitution = 0.5f;
fixtureDef.userData = R.id.physics_layout_body_left;
bodyDef.position.set(-boxWidth, 0);
Body leftBody = world.createBody(bodyDef);
leftBody.createFixture(fixtureDef);
bounds.add(leftBody);
fixtureDef.userData = R.id.physics_layout_body_right;
bodyDef.position.set(pixelsToMeters(width) + boxWidth, 0);
Body rightBody = world.createBody(bodyDef);
rightBody.createFixture(fixtureDef);
bounds.add(rightBody);
}
示例12: initTest
import org.jbox2d.collision.shapes.PolygonShape; //导入方法依赖的package包/类
@Override
public void initTest(boolean argDeserialized) {
this.getWorld().setGravity(new Vec2());
for (int i = 0; i < 2; i++) {
PolygonShape polygonShape = new PolygonShape();
polygonShape.setAsBox(1, 1);
BodyDef bodyDef = new BodyDef();
bodyDef.type = BodyType.DYNAMIC;
bodyDef.position.set(5 * i, 0);
bodyDef.angle = (float) (Math.PI / 4 * i);
bodyDef.allowSleep = false;
Body body = this.getWorld().createBody(bodyDef);
body.createFixture(polygonShape, 5.0f);
body.applyForce(new Vec2(-10000 * (i - 1), 0), new Vec2());
}
}
示例13: initTest
import org.jbox2d.collision.shapes.PolygonShape; //导入方法依赖的package包/类
@Override
public void initTest(boolean argDeserialized)
{
setTitle("This is a Title");
getWorld().setGravity(new Vec2());
for (int i = 0; i < 2; i++) {
PolygonShape polygonShape = new PolygonShape();
polygonShape.setAsBox(1, 1);
BodyDef bodyDef = new BodyDef();
bodyDef.type = BodyType.DYNAMIC;
bodyDef.position.set(5 * i, 0);
bodyDef.angle = (float) (Math.PI / 4 * i);
bodyDef.allowSleep = false;
Body body = getWorld().createBody(bodyDef);
body.createFixture(polygonShape, 5.0f);
body.applyForce(new Vec2(-10000 * (i - 1), 0), new Vec2());
}
}
示例14: initTest
import org.jbox2d.collision.shapes.PolygonShape; //导入方法依赖的package包/类
@Override
public void initTest(boolean argDeserialized) {
setTitle("Couple of Things Test");
getWorld().setGravity(new Vec2());
for (int i = 0; i < 2; i++)
{
// CircleShape circleShape = new CircleShape();
// circleShape.m_radius = 1;
// Shape shape = circleShape;
PolygonShape polygonShape = new PolygonShape();
polygonShape.setAsBox(1, 1);
Shape shape = polygonShape;
BodyDef bodyDef = new BodyDef();
bodyDef.type = BodyType.DYNAMIC;
bodyDef.position.set(5 * i, 0);
bodyDef.angle = (float) (Math.PI / 4 * i);
bodyDef.allowSleep = false;
Body body = getWorld().createBody(bodyDef);
body.createFixture(shape, 5.0f);
body.applyForce(new Vec2(-10000 * (i - 1), 0), new Vec2());
}
}
示例15: createShape
import org.jbox2d.collision.shapes.PolygonShape; //导入方法依赖的package包/类
protected static Shape createShape(PhysicsBodyShape shape, float width, float height, float x, float y, float rotation) {
switch( shape ) {
case BOX:
PolygonShape box = new PolygonShape();
box.setAsBox(width / 2f * BOX2D_SCALE_FACTOR, height / 2f * BOX2D_SCALE_FACTOR, toBox2dCS(x,y), rotation);
return box;
case CIRCLE:
assert( Math.abs(height-width)<0.00001 );
CircleShape circle = new CircleShape();
circle.setRadius(height/2 * BOX2D_SCALE_FACTOR);
circle.m_p.x = x*BOX2D_SCALE_FACTOR;
circle.m_p.y = y*BOX2D_SCALE_FACTOR;
return circle;
default:
throw new RuntimeException("Unsupported Shape-Type: "+shape);
}
}